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Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Street Fight
Counter Attack #52
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA052
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Counter Attack
Historicity Historical
Date 1950-09-27
Start Time 08:00
Turn Count 24
Visibility Day
Counters 58
Net Morale 1
Net Initiative 1
Maps 1: 111
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 161
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

Eighth Army troops advancing from the Pusan Perimeter had linked up with the 7th Infantry Division on the previous day, but that did not alter the grim task facing the 1st Marine Division in Seoul. The North Koreans fought for every building and blocked every street with sandbagged fortifications, forcing the Marines to take each one. Heavy support from air strikes, artillery and tanks helped remove the enemy, and assured the thorough destruction of the ancient Korean capital.

Conclusion

It took three days of savage street fighting to push the North Koreans out of Seoul, at the cost of over 300 Americans and 50 ROK troops killed in action and uncounted thousands of NKPA soldiers. Finally on 29 September Douglas MacArthur formally handed the city over to South Korean President Syngman Rhee. ROK troops paraded through the capital while ROK police proceeded to massacre hundreds of suspected Communist sympathizers and their families, including children under the age of 10. More than 50 years later the South Korean Truth and Reconciliation Commission would find that few if any victims had assisted the North Koreans.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Motorized
  • Towed
United States Order of Battle
Marine Corps
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 1466

The 8-3 Marine Infantry counter appears in most of the Saipan 1944 and Marianas 1944 scenarios, replacing the 10-3 DF valued Marine counters for those scenarios and is currently published in the most recent Saipan printing.

(JayTownsend on 2015 Dec 26)

Display AARs (1)

Korean War: Counter-Attack, scenario #52: Street Fight
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-12-30
Language English
Scenario KWCA052

Korean War: Counter-Attack, scenario #52: Street Fight

I decided to fight it out in the streets of Seoul to finish off my last scenario in the Inchon Battle section and see if I could beat the scenario with the US Marines! The North Koreans had the benefit of defending in city hexes and having five wreck counters and three minefield counters but the Marines had air-support, artillery and the dreaded M4 Flame tank unit.

The North Koreans have to defend the east-west road or eliminate 12 or more American steps with tank steps counting double. The American must clear the east-west road and avoid losing 12 steps in the process, so basically the Americans attack and the NKPA defend. I steps up the North Koreans in what I thought was good defensive positions but I would do it differently if I played this one again, as I tried to be too clever and setup a 45mm AT gun, one INF, and one HMG outside of the city hexes but along the east-west road further east. This was a mistake and exposed them and took resources away from Seoul.

The Marines got a little too aggressive with their M4 Flames tanks and lost a step, as like always I am always tempted to get them into battle right away to clear stubborn enemy hexes, so this step lost counted double. The Marines also lost two steps of Infantry for a total loss of four steps but they cleared all the east-west road hexes for a victory. I will mention, the first air-strike rolled a two on the dice which really help set the stage for this battle, knocking out two NKPA steps right off the bat. So overall I did better than historically but wasted some NKPA resources, so next time who knows? A good scenario to play solitary.

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